Files
thepool/source/main.cpp

372 lines
12 KiB
C++

#include "jgame.h"
#include "jdraw.h"
#include "jinput.h"
#include <SDL2/SDL.h>
#include "actor.h"
#include "room.h"
#include "jui.h"
#include <vector>
#include <string>
draw::surface *surf;
int room_w = 2;
int room_h = 2;
int room_xp = -1;
int room_xn = -1;
int room_yp = -1;
int room_yn = -1;
int room_color = 9;
int room_floor = 0;
int room_walls = 0;
int room_doors = 0;
int room_walldoors = 0;
std::vector<std::string> gifs;
void restart()
{
//actor::clear();
actor::remove(actor::find("DOOR_YP1"));
actor::remove(actor::find("DOOR_YP2"));
actor::remove(actor::find("DOOR_XP1"));
actor::remove(actor::find("DOOR_XP2"));
room::load(room_w, room_h, room_xp, room_xn, room_yp, room_yn, room_color, room_floor, room_walls, room_doors, room_walldoors);
/*
box = actor::create("ASCENSOR",{16,32,0}, {8,8,4}, {64,0,32,24}, {0,24});
box->flags = FLAG_MOVING;
box->movement = MOV_Z;
box->mov_push = PUSH_ZP;
actor::setDirty(box, true);
*/
//box = actor::create("HERO", {16,32,8}, {8,8,12}, {0,32,20,32}, {-6,38});
//box->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED;
//actor::setDirty(box, true);
actor::reorder();
}
void game::init()
{
draw::init("The Pool", 420, 240, 3);
//room::init();
surf = draw::loadSurface("test.gif");
draw::setSource(surf);
draw::loadPalette("test.gif");
game::setUpdateTicks(64);
FILE* f = fopen("data/gifs.txt", "r");
int buffer_len=255;
char buffer[buffer_len];
while(fgets(buffer, buffer_len, f)) {
auto len = strlen(buffer);
buffer[len-1]=0;
gifs.push_back(std::string(buffer));
}
//actor::actor_t *hero = actor::create("HERO", {16,32,8}, {8,8,12}, "test.gif", {0,32,20,32}, {-6,38});
//actor::actor_t *hero = actor::create("HEROHEROHEROHER", {16,32,8}, {8,8,12}, "abad.gif", {0,0,20,35}, {-6,32});
//hero->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED;
//actor::setDirty(hero, true);
actor::clear();
actor::actor_t *box = actor::create("BOX", {32,32,16}, {8,8,8}, "test.gif", {32,0,32,32}, {0,32});
box->flags = FLAG_PUSHABLE | FLAG_GRAVITY;
box->movement = MOV_CW;
box->mov_push = PUSH_XN;
actor::setDirty(box, true);
restart();
actor::select(actor::find("BOX"));
}
int sx=1, sy=0;
void print(int x, int y, int num)
{
int digits=0;
bool sign = num < 0;
num = SDL_abs(num);
int n = num;
while (n>0) {n=n/10;digits++;}
if (sign) digits++;
x=x+digits*4;
if (num==0) draw::draw(x+4,y,5,7,0,120);
while (num>0)
{
draw::draw(x,y,5,7,(num%10)*5,120);
num=num/10;
x=x-4;
}
if (sign) draw::draw(x,y,5,7,50,120);
}
void btn(const char* label, const int x, const int y, int &var, int min, int max)
{
char buffer[100];
int result=0;
draw::print(label, x, y+3, 15, 0);
result=ui::button(SDL_itoa(var, buffer, 10), x+50, y, 28, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE);
if (result)
{
var=SDL_max(min, SDL_min(max, var-(result-2)));
restart();
}
}
void btn_small(const int x, const int y, int &var, int min, int max, bool restrt=false)
{
char buffer[100];
int result=0;
result=ui::button(SDL_itoa(var, buffer, 10), x, y, 15, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE);
if (result)
{
var=SDL_max(min, SDL_min(max, var-(result-2)));
if (restrt) restart();
}
}
void btn_check(const int x, const int y, const char* label, uint16_t &flags, const uint16_t value)
{
int result=0;
if (flags & value) {
result=ui::button(label, x, y, 20, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE);
} else {
result=ui::button(label, x, y, 20, 11, BLACK, WHITE, LIGHT+PURPLE);
}
if (result)
{
if (flags & value) {
flags = flags & ~value;
} else {
flags = flags | value;
}
}
}
void btn_opt(const char* label, const int x, const int y, uint8_t &var, std::vector<uint8_t> values, std::vector<std::string> labels)
{
draw::print(label, x, y+3, 15, 0);
int result = 0;
std::size_t pos = 0;
while (pos<values.size())
{
if (values[pos]==var) break;
pos++;
}
result = ui::combo(labels[pos].c_str(), x+32, y, 56, 11);
if (result)
{
pos++; if (pos==values.size()) pos=0;
var = values[pos];
}
}
bool btn_opt2(const char* label, const int x, const int y, char *var, std::vector<std::string> values)
{
draw::print(label, x, y+3, 15, 0);
int result = 0;
std::size_t pos = 0;
std::string v = var;
while (pos < values.size() && v != values[pos])
{
pos++;
}
if (pos==values.size()) pos = 0;
result = ui::combo(var, x+32, y, 56, 11);
if (result)
{
pos++; if (pos==values.size()) pos=0;
strcpy(var,values[pos].c_str());
return true;
}
return false;
}
const uint8_t scancode_to_char(const uint8_t scancode)
{
if (scancode == SDL_SCANCODE_0) return '0';
if (scancode >= SDL_SCANCODE_1 && scancode <= SDL_SCANCODE_9) return scancode+19;
if (scancode >= SDL_SCANCODE_A && scancode <= SDL_SCANCODE_Z) return scancode+61;
return 32;
}
void btn_txt(const char* label, const int x, const int y, char *var)
{
draw::print(label, x, y+3, PAPER, 0);
int result = 0;
result = ui::textbox(var, x+22, y, 66, 11, LIGHT+WHITE, LIGHT+YELLOW);
if (result)
{
const int len = strlen(var);
if (result == SDL_SCANCODE_BACKSPACE) {
if (len>0) var[len-1] = 0;
} else {
if (len<15) {
var[len] = scancode_to_char(result);
var[len+1] = 0;
}
}
}
}
int section = 0;
void editor_move_selected()
{
actor::actor_t *selected = actor::getSelected();
if (!selected) return;
vec3_t min = room::getMin();
vec3_t max = room::getMax();
if ( input::keyDown(SDL_SCANCODE_LEFT) && selected->pos.x>min.x ) selected->pos.x--;
if ( input::keyDown(SDL_SCANCODE_RIGHT) && selected->pos.x<max.x ) selected->pos.x++;
if ( input::keyDown(SDL_SCANCODE_UP) && selected->pos.y>min.y ) selected->pos.y--;
if ( input::keyDown(SDL_SCANCODE_DOWN) && selected->pos.y<max.y ) selected->pos.y++;
if ( input::keyDown(SDL_SCANCODE_PAGEDOWN) && selected->pos.z>min.z ) selected->pos.z--;
if ( input::keyDown(SDL_SCANCODE_PAGEUP) /*&& selected->pos.z<max.z*/ ) selected->pos.z++;
}
bool game::loop()
{
if (input::keyDown(SDL_SCANCODE_ESCAPE)) return false;
// WHILE EDITING...
editor_move_selected();
actor::updateEditor(actor::getFirst());
//actor::update(actor::getFirst());
actor::reorder();
draw::cls(2);
room::draw();
actor::draw(actor::getFirst());
room::draw2();
//draw::draw(148+sx*2-sy*2, 67+sx+sy,24,24,24,0);
draw::color(WHITE);
draw::fillrect(320, 0, 100, 240);
print(0,0,input::mouseX());
print(0,20,input::mouseY());
print(0,30,input::mouseBtn(1)?1:0);
print(0,40,input::mouseBtn(2)?1:0);
print(0,50,input::mouseBtn(3)?1:0);
if (section==0) {
draw::print("ROOM", 334, 13, YELLOW, LIGHT+BLACK);
if (ui::button("ACTORS", 365, 10, 30, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE)) section=2;
} else {
if (ui::button("ROOM", 330, 10, 30, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE)) section=0;
draw::print("ACTORS", 369, 13, YELLOW, BLACK);
}
actor::actor_t *act = nullptr;
switch (section) {
case 0:
btn("ROOM WIDTH:", 330, 40, room_w, 0, 3);
btn("ROOM HEIGHT:", 330, 55, room_h, 0, 3);
draw::print("DOORS:", 330, 80, 15, 0);
btn_small(352, 80, room_xn, -1, 5, true);
btn_small(369, 80, room_yp, -1, 5, true);
btn_small(386, 80, room_xp, -1, 5, true);
btn_small(403, 80, room_yn, -1, 5, true);
btn("COLOR:", 330, 140, room_color, 5, 11);
btn("FLOOR:", 330, 155, room_floor, 0, 5);
btn("WALLS:", 330, 170, room_walls, 0, 5);
btn("DOORS:", 330, 185, room_doors, 0, 4);
btn("WDOORS:", 330, 200, room_walldoors, 0, 5);
break;
case 1:
act = actor::getSelected();
if (act)
{
btn_txt("NAME:", 330, 40, act->name);
if (btn_opt2("BMP:", 330, 51, act->bmp, gifs)) {
draw::freeSurface(act->surface);
act->surface = draw::loadSurface(act->bmp);
}
draw::print("RECT:", 330, 73, 15, 0);
btn_small(352, 70, act->bmp_rect.x, 0, 512);
btn_small(369, 70, act->bmp_rect.y, 0, 512);
btn_small(386, 70, act->bmp_rect.w, 0, 512);
btn_small(403, 70, act->bmp_rect.h, 0, 512);
draw::print("OFFSET:", 330, 88, 15, 0);
btn_small(386, 85, act->bmp_offset.x, -32, 64);
btn_small(403, 85, act->bmp_offset.y, -32, 64);
draw::print("POS:", 330, 108, 15, 0);
btn_small(369, 105, act->pos.x, 0, 512);
btn_small(386, 105, act->pos.y, 0, 512);
btn_small(403, 105, act->pos.z, 0, 512);
draw::print("SIZE:", 330, 123, 15, 0);
btn_small(369, 120, act->size.x, 0, 512);
btn_small(386, 120, act->size.y, 0, 512);
btn_small(403, 120, act->size.z, 0, 512);
btn_opt("ORIENT:", 330, 135, act->orient, {PUSH_NONE, PUSH_XP, PUSH_XN, PUSH_YP, PUSH_YN}, {"NONE", "XP", "XN", "YP", "YN"});
btn_check(330, 150, "HERO", act->flags, FLAG_HERO);
btn_check(352, 150, "PUSH", act->flags, FLAG_PUSHABLE);
btn_check(374, 150, "REAC", act->flags, FLAG_REACTIVE);
btn_check(396, 150, "MOVI", act->flags, FLAG_MOVING);
btn_check(330, 165, "ANIM", act->flags, FLAG_ANIMATED);
btn_check(352, 165, "ORIE", act->flags, FLAG_ORIENTABLE);
btn_check(374, 165, "DEAD", act->flags, FLAG_DEADLY);
btn_check(396, 165, "GRAV", act->flags, FLAG_GRAVITY);
btn_opt("MOVEMNT:", 330, 180, act->movement, {MOV_NONE, MOV_X, MOV_Y, MOV_Z, MOV_CW, MOV_CCW, MOV_RAND, MOV_HUNT}, {"NONE", "X", "Y", "Z", "CW", "CCW", "RAND", "HUNT"});
btn_opt("ANIMCYC:", 330, 195, act->anim_cycle, {0, 1}, {"0 1 0 2", "0 1 2 3"});
draw::print("ANIM SPEED:", 330, 213, 15, 0);
btn_small(403, 210, act->anim_wait, 0, 10);
break;
}
case 2:
draw::color(TEAL);
draw::rect(328, 38, 67, 94);
const int mx = input::mouseX();
const int my = input::mouseY();
const bool btnDown = input::mouseBtn(1) || input::mouseBtn(3);
int line = 0;
act = actor::getFirst();
while (act) {
if ((act->flags&FLAG_NOEDITOR)!=FLAG_NOEDITOR) {
if (act==actor::getSelected()) {
draw::color(TEAL);
draw::fillrect(330, 40+line*9, 63, 9);
}
if ((mx>=330) && (mx<394) && (my>=40+line*9) && (my<40+9+line*9) && btnDown) {
actor::select(act);
section=1;
}
draw::print(act->name, 332, 42+line*9, WHITE, BLACK);
line++;
}
act = act->next;
}
break;
}
draw::render();
return true;
}